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12th July 2015, 00:27 | #31681 | Link | |||
Troubleshooter
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When I look at them opened in separate browser tabs at the full image resolution I still like the AS only image best. To me the back car window (including the bricks you see through it), the camera, the roof tiles, the bricks, the stone walkway, the light on top of the cop car, the writing on everything (the car, the house number, the fore mentioned license plate). The only thing that I think may look less real is the bush by the far right house window. Where the leaves on the plant look like they could be more from a painting than actual plant. (I still think the branching/trunk of the bush looks better in the AS only image compared to the others). Our difference in opinion on what looks good/best is subjective and why its nice to have choices as to what effects we'd each want to have enabled or disabled given particular content. Quote:
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System specs: Sager NP9150 SE with i7-3630QM 2.40GHz, 16 GB RAM, 64-bit Windows 10 Pro, NVidia GTX 680M/Intel 4000 HD optimus dual GPU system. Video viewed on LG notebook screen and LG 3D passive TV. Last edited by Anime Viewer; 12th July 2015 at 00:43. Reason: merged posts |
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12th July 2015, 00:46 | #31682 | Link |
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Rings of Saturn are gone. Rings of Uranus remain. (madshi don't hate me, mods please don't ban me )
AR filter helps a lot. Alternative color space (acs) is just bad. I prefer algo 1. But tonight I found out that s-xbr100+ and SuperRes don't like each other. Something is seriously wrong when you use s-xbr with sharpness 100 or higher and SR. 720p source sxbr100-nosr http://i.imgur.com/3ujev1b.png sxbr100-sr-pass1-str1-algo1-noacs (This is what I called dirt in the last post. SR actually blurs/darkens the numbers on the plate.) http://i.imgur.com/yYiNCzc.png sxbr100-sr-p1-s1-a1-acson http://i.imgur.com/TaQ2uOw.png nn64-sr-p1-s1-a1-noacs (no blurring with NNEDI3) http://i.imgur.com/YYCEMrK.png nn64-sr-p1-s1-a1-acson http://i.imgur.com/TIbk0BD.png nn64-sr-p1-s1-a2-acson aka Rings of... :P (imagine how this looked without the AR filter) http://i.imgur.com/Y2a0xuR.png Last edited by tFWo; 12th July 2015 at 01:53. |
12th July 2015, 00:56 | #31683 | Link | |||
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http://www.forum-3dcenter.org/vbulle...0&postcount=18 Quote:
But I think Shiandow should take a look at the issue Eyldebrandt reported. Maybe there is a connection to why SuperRes seems to become much more aggressive with NNEDI3 compared to super-xbr? |
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12th July 2015, 01:07 | #31685 | Link | |||
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Either way, I fully agree that you are the captain onboard and that what matters most is your own satisfaction eventually. I'm also glad and extremely thankful for the fact that you were kind enough to share this gem of a VR. I rest my case that I'm quite sure nobody uses the "don't use linear light for dithering" debug option anymore and I would happily trade it for "don't use HQ downscaling for SuperRes" if any possible please. Quote:
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All this said, I'm currently equally impressed by my audio and video rigs and it seems that .15 is the last version of mVR that allows SR softness, disabling HQ and allowing to change the SR sharpness and number of passes(0.65/3 for me). I'm totally cool with sticking with it, I wish sxbr also came with a knob so I could try my luck with 35-40(25 being too soft and 50 too strong) but anyway I'm not interested in mVR with SR having HQ forced and 3 presets only so I might very soon find myself with a lot more free time on my hands...and with no regret at that coz PQ is stellar I'll remain on the lookout for a version of mVR that will support dimensions changing PS scripts then Last edited by leeperry; 12th July 2015 at 01:31. |
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12th July 2015, 01:18 | #31686 | Link |
Troubleshooter
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Are you referring to having "don't use linear light for dithering" checked or unchecked? I keep it checked as I see a huge performance hit if I leave it unchecked, so if you're advocating having it unchecked and the option removed then I'm against that. If on the other hand you're advocating having it checked by default with the option to uncheck it removed then I'd be fine with that configuration.
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System specs: Sager NP9150 SE with i7-3630QM 2.40GHz, 16 GB RAM, 64-bit Windows 10 Pro, NVidia GTX 680M/Intel 4000 HD optimus dual GPU system. Video viewed on LG notebook screen and LG 3D passive TV. Last edited by Anime Viewer; 12th July 2015 at 01:22. |
12th July 2015, 01:26 | #31687 | Link | |
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Fair enough, well there's still some room for an extra option otherwise ^^ |
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12th July 2015, 05:21 | #31688 | Link | |
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http://forum.kodi.tv/showthread.php?...555#pid1843555 http://forum.kodi.tv/showthread.php?...097#pid1849097 Last edited by Warner306; 12th July 2015 at 05:46. |
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12th July 2015, 07:26 | #31689 | Link | ||
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The SR ultra no AS image offers something more substantial but still subtle, more edges are done stronger. I generally like what I see. The SR ultra 0.3 AS image is actually binary identical to the above no AS image, so you must've goofed it because at the very least there should be dithering differences. Last edited by ryrynz; 12th July 2015 at 08:10. |
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12th July 2015, 07:53 | #31690 | Link | |
QB the Slayer
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QB
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12th July 2015, 08:17 | #31691 | Link |
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I'm not going to get into a sharpening preference discussion, but there's only so far you can go sharpening an image before image quality degrades and I think No SR + AS 1.5 kinda passed it.
Not saying there aren't some obvious "improvements" but there's also a lot not to like with that setting, I'm sure I could find something that suited my tastes better whilst attaining similar sharpness (if I wanted that) Last edited by ryrynz; 12th July 2015 at 08:22. |
12th July 2015, 10:15 | #31692 | Link | |
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I've never really seen NNEDI3 ring, but then again I don't see sxbr 50-75 ring all that much either. But all of my image doubling happens to SD content where it can 'do some work', a bit of smoothing is usually desired. Pixel-perfect encodes I leave alone. I second the user who said he'd enjoy more sxbr options. 60-65 might be the sweet spot for me. Maybe an input field? Last edited by Schwartz; 12th July 2015 at 10:18. |
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12th July 2015, 11:55 | #31693 | Link | |
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I've given up on using a 3D LUT for now. I've tried turning the LAV filter decoding to None (instead of DXVA native), and using the Bilinear chrome upscaler. I tried ticking all boxes in the "trade quality for performance" section. Unfortunately my average render speed sometimes exceeds 50ms on busy action scenes, with 40ms being the minimum for a 25fps film.
It looks like a 5 year old laptop (i5 2.4Ghz/4Gb/HD 4500) is too old tech to manage a 3D LUT. Fortunately I've sourced a new lamp for my JVC X3 and the colours look ok, so I can live with the setup for now. Thanks for the help in trying to get a 3D LUT to work for me. Quote:
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12th July 2015, 12:46 | #31694 | Link | ||||||||||||
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12th July 2015, 13:30 | #31695 | Link | |
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Problem is the extreme divergent results of copyback performance, some users have far less than half performance of PCIe 3.0 with 2.0, what shouldn't be. I couldn't use NNEDI3 at all when I had a R9 290X due to this. Since I really like a lot NNEDI3, I'm somewhat tied to Nvidia when I want to use it in madVR. |
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12th July 2015, 14:17 | #31696 | Link | ||
Troubleshooter
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System specs: Sager NP9150 SE with i7-3630QM 2.40GHz, 16 GB RAM, 64-bit Windows 10 Pro, NVidia GTX 680M/Intel 4000 HD optimus dual GPU system. Video viewed on LG notebook screen and LG 3D passive TV. |
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12th July 2015, 14:19 | #31697 | Link |
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Haha, I know. It's kind of fascinating what specialized neural networks can do when given free reign though. I'm sure we'll get to human levels of recognition one day (and it'll stop adding weird eyes all over the place). For a bit more context, there was a google research blog post about their neutral networks here (and this follow-up for the code.
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Test patterns: Grayscale yuv444p16le perceptually spaced gradient v2.1 (8-bit version), Multicolor yuv444p16le perceptually spaced gradient v2.1 (8-bit version) Last edited by Ver Greeneyes; 12th July 2015 at 14:24. |
12th July 2015, 14:26 | #31698 | Link | ||
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Maybe, but NNEDI3 will be ultra fast compared to such kind of algorithms. |
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12th July 2015, 16:05 | #31699 | Link | ||
Kid for Today
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That's usually how they do it in my country when they wanna pass laws nobody would agree on, they pass them at night during summer, case closed Either way, HQ is a complete showstopper for me so if .15 is seriously the last version providing a switch for it then I'm more than likely through with updates till mVR supports resolution-changing PS scripts so I could go nuts and mess with ALL the SR/sxbr settings......any very rough ETA for this please? Apart from "not soon"? Or maybe I'll get bored of SR at some point as I do realize that it's extremely sharp and I've never been a fan of sharpening to begin with, but its effect on 24p motion blur with HQ off is pure magic to me in combination with monostatic ED2@8bit If you were using it in combination with any kind of ED, run a gray ramp and you'll both be be horrified and happy to have it unchecked now |
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12th July 2015, 18:58 | #31700 | Link |
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Extremely interesting idea. Would love to try it out.
But now to my follow-up regarding Finesharp vs. AdaptiveSharpen, which I now had a bit more time to dig deeper, after I did some more tests with different samples. On a more general note, from the samples I looked at, Finesharp is a lot more uniform with it's sharpening, which especially benefits real-world content, since it doesn't selectively sharpen like AdaptiveSharpen. Which means that, if you want to sharpen the whole image for basically the same value, Finesharp is definitely the way to go. It also looks way more natural due to this behaviour. AdaptiveSharpen is definitely not a replacement for Finesharp, but more like an additional sharpening effect, which can be beneficial on some content, but (see below) you have to be very careful with higher values. Also, there are huge (and I mean HUGE) differences when you compare both algorithms using image enhancements and upsaling refinement, more below. Here's an example, why I would completely stay away from AdaptiveSharpen on the image enhancements tab, no matter what values you set. Image enhancements - Finesharp 1.0 Image enhancements - AdaptiveSharpen 0.3 I think I don't need to explain the results, they speak for themselves. Finesharp can be used with very high values (I still would recommend not to go much higher than 1.0), while AdaptiveSharpen even beginning from values like 0.1 already rings and 0.3 already rings like crazy and it also adds some very strange look to the image. On game recordings, anime and real-world content, this should be avoided at all cost. For image enhancements, Finesharp is the clear winner on all the content I have looked at and tested. With an additional AR algorithm applied, Finesharp would be very close to perfect. The situation with the higher ringing that AdaptiveSharpen shows when used in the image enhancement tab, completely reverses when you use AdaptiveSharpen on the upscaling refinement tab. Using the same values from above, AdaptiveSharpen rings a lot less than FineSharp in this tab, however, it still retains that oil painting look that worsens the higher you go with the values. So, for me, personally, I would stay away from AdaptiveSharpen in the image enhancements tab altogether and only use it in the upscaling refinements tab and also preferably with VERY low values (like 0.1 or maybe even lower). |
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direct compute, dithering, error diffusion, madvr, ngu, nnedi3, quality, renderer, scaling, uhd upscaling, upsampling |
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